Index

A

A* searches (A-Star), 185

Abstract Window Toolkit (AWT), 316

event model, 26

JOGL integration with, 390–391

limitations of, 56

and puzzle games, 9

accessing arrays of objects, 331

accessors to vector and matrix components, 262

action/adventure games, current development of Java, 15–17

ActionScript, 308

Actor, input management, 79–80

Actor class

described, using, 37

and serialization, 126

sprites in, 56

use in 2D games, 79

ActorManager class, 41–44, 48

actors, images and sprites, 56

AI. See artificial intelligence (AI)

AIFF files, support, 89

airplane collisions, 488–497

AL Context API, 109–112

alBufferData( ) method, 94

ALC

classes, 109

error codes (table), 112

alcCreateContext( ) method, 110

alcGetError( ) method, 112

alcOpenDevice( ) method, 110

alDistanceModel( ) method, 98

alDopplerFactor( ) method, 107

alDopplerVelocity( ) method, 107

ALFactory class, 109

alGetError( ) method, 109

algorithms

3D software rendering, 355

AI tracking, evasion, 50, 51

collection, 169

for rendering objects on the screen, 63–67

search, 185

view culling, 447

Alien Flux (Puppy Games), 16

allListener methods, 93

allocateDirect( ) method, 348, 399

AllocObject, 328

alpha blending, 3D graphics, 370

Alut class and AL Context API, 109–110

Alut utility, 89–91

ambient light, 3D graphics, 369

animation

3D. See 3D animation

hierarchical, 459

Animator class, 407, 443

Anisotropic MIPmapping, 377

APIs (application program interfaces)

creating for menus and HUD, 427

future development of, 236

Java Shared Data Toolkit (JSDT), 199

JDBC (Java Database Connectivity), 274

JDO, 295

OpenGL, 384–385

vector and matrices, 260

applets

Java audio component, 86

limitations of, 56

vs. applications, 195

applications

data flow upon read request (fig.), 116

vs. applets, 195

approximate vs. exact value computations, 183

architecture

core, using state controls, 33

object-oriented, 3

array functions, JNI (Java Native Interface), 330

ArrayList class, 191, 436

arrays

and buffers, 134

dynamic vertex, 433

OpenGL’s use of C pointers to, 395

and sine lookup tables, 250–251

vs. class fields as components, 262

artificial intelligence (AI)

deterministic, 49

evasion, 51

and game development, 48

tracking algorithm, 50

Atari Football on Atari 2600, 6

AttachCurrentThread function, 337

audio cards, basic requirements, 89

audio games, creating with Java, generally, 85–86

audio programming

future development of, 113

OpenAL basics, 89–100

setting pitch, 105

setting velocity, gain, 104

sound attenuation, 98–100

sound-rendering contexts, 110–112

AudioClip( ) method, 86

autoboxing feature, 19



Practical Java Game Programming
Practical Java Game Programming (Charles River Media Game Development)
ISBN: 1584503262
EAN: 2147483647
Year: 2003
Pages: 171

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